Sunday, January 29, 2023

[#DUNGEON23] Mountain of the Frost Baron - Jan 23 to Jan 29, 2023

This Is Not The Blurb You're Looking For...
I've got nothing even borderline interesting to talk about this week. I'm in the midst of working on Argukhart and I'm starting to plan out a bit of Steepwalker Trail and Darkwater Crag. Other than that, below is the week's work!

Level 1, Rooms 23 through 29

  • Dungeon Level 1 Outline - Craghopper Mine
    • Entrances / Exits: External Entrance [CME] (heavily travelled, guarded, 15 minutes by foot to Lostone), Internal Entrance [CMI] (heavily travelled, guarded, enters directly into Argukhart), Crevasse Entrance [CMC] (heavily travelled, connects Steepwalker Trail to Craghopper Mine), Darkwater Crag [DWC] (descends to Dungeon Level 3)
    • Location: Within Arguk-Val, at and below ground-level
    • Threats: Centipedes (Giant), Goblins, Jellies (Green), Quarry Beetles

Level 1, Room 23 (L1R23)
This room is a small cavern that has been fully mined out. Only stalagmites remain, with nothing of note sticking out... At least at first glance. If the party explores the room fully, moving around within it, they will find a dead body.
  • Encounter: Dead body of a Dwarf (Miner), appears fresh, killed only a day or so ago.
  • Treasure: The body has a pickaxe, lantern, and 2d6 Silver pieces.

    Level 1, Room 24 (L1R24)
    This room is the Crevasse Entrance (CMC) between Craghopper Mine and Steepwalker Trail. It is a common camping ground.
    • Encounter: 1d4+1 Adventurer; Friendly and hurt; Currently hanging around their camp, recovering from their wounds.
      • Adventurer - 1 CR
        • HP: 5 (each has already taken 1d4 Damage)
        • AC: 12
        • AB: +1
        • Damage: 1d6 + 1
        • Special: Can use Ranged Attacks; Well-Equipped (+1 AC)
        • Save: 15
        • Skills: +0
    • Treasure: Misc. weapons/armor, 3 bedrolls, 3d6 Silver pieces.
      • Note: Obviously, this Treasure can only be taken if stolen from the Adventurers or taken by force.

    Level 1, Rooms 25 through 29 (L1R25 through L1R29)
    These "rooms" are instead Special Encounters that may be found within Craghopper Mine. Below is the Craghopper Mine Encounter List to serve as reference.

    Craghopper Mine Encounter List
    When a 1 is rolled on the Encounter Die, the GM rolls 1d20 on the table below. When it comes to the special encounters (14-20), the GM should reroll on the table if that encounter has already occurred.
    1. 1d2 Quarry Beetles; when encountered, these creatures are usually hungry.
    2. 1d2 Centipedes (Giant); when encountered, these creatures are usually hungry.
    3. "
    4. 1d2 Jellies (Green); these creatures are not intelligent, solely seeking objects to digest.
    5. "
    6. 1d4+3 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures. Notably, goblins are usually dripping wet when found in Craghopper Mine.
    7. "
    8. "
    9. 1d4+1 Goblins; these goblins differ from the standard green type, having pale skin and milky-white eyes. They have many jagged teeth, baring them when threatened. They use simple weaponry and are hostile to other humanoid creatures. Notably, goblins are usually dripping wet when found in Craghopper Mine.
    10. "
    11. "
    12. "
    13. "
    14. L1R25
    15. L1R26
    16. L1R27
    17. L1R28
    18. L1R29
    19. L1R30
    20. L1R31
    L1R25
    • Encounter: 1d4+1 Goblins and 1 Hobgoblin; Hostile (will attack); Patrolling the mine in search of food/prey.
      • Goblin - 1 CR
        • HP: 5
        • AC: 11
        • AB: +1
        • Damage: 1d6 + 1
        • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
        • Save: 15
        • Skills: +0
      • Hobgoblin - 3 CR; the hobgoblins found within Craghopper mine are much like the goblins, being pale and feral.
        • HP: 15
        • AC: 13
        • AB: +3
        • Damage: 1d6 + 3
        • Special: Can use Ranged Attacks; Scuttle (Can dodge a non-Critical Hit once per combat)
        • Save: 14
        • Skills: +1
    • Treasure: Goblin and Hobgoblin treasure (if any).
    L1R26
    • Encounter: 2d6+5 Dwarves (half merchants, half guards); Friendly; Willing to buy/sell goods. Also accompanied by 1d4 Mules, each carrying goods.
      • Dwarf (merchant) - 1 CR
        • HP: 5
        • AC: 11
        • AB: +1
        • Damage: 1d6 + 1
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
        • Save: 15
        • Skills: +0
      • Dwarf (guard) - 2 CR
        • HP: 10
        • AC: 12
        • AB: +2
        • Damage: 1d6 + 2
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
        • Save: 14
        • Skills: +1
    • Treasure: Misc. weapons/armor, misc. tools/equipment, 10d6 Gold pieces.
      • Note: Obviously, this Treasure can only be taken if stolen from the Dwarves or taken by force.
    L1R27
    • Encounter: 1 Lizard (Small); Friendly; Wandering as if lost. Takes a shine to Mages and Pact-Keepers specifically.
      • Lizard (Small) - 0 CR
        • HP: 1
        • AC: 10
        • AB: +0
        • Damage: 0, cannot Attack meaningfully
        • Special: Scuttle (Can dodge a non-Critical Hit once per combat), Servitude (This Familiar can be reduced to 0 HP, but it never truly dies. Once reduced to 0 HP, it crumbles to ash. Over the course of a Short or Long Rest, the Familiar's master may resummon it at 1 HP using 1 Spell Point.)
        • Save: 15
        • Skills: +0
    • Special Benefit: If befriended by a Mage or Pact-Keeper (or other spellcaster), the spellcaster quickly learns that the lizard is a Familiar. After finishing a Long Rest, the Familiar's master may swap one Spell they know for a different one.

    L1R28
    • Encounter: Romal the Shrewd (Human Aristocrat) and 3 Bodyguards; Indifferent; Not interested in chatting or stopping, returning to Lostone from a diplomatic mission in Argukhart.
      • Romal the Shrewd (Human Aristocrat) - 2 CR
        • HP: 10
        • AC: 12
        • AB: +2
        • Damage: 1d6 + 2
        • Special: Can use Ranged Attacks; 1 Spell Point; Magic Missile (The user creates 2 magical darts. They may then instantly send each dart to any target within Medium Range. These darts hit automatically and each dart deals 1d4 Force Damage.)
        • Save: 14
        • Skills: +1
      • Bodyguard - 3 CR
        • HP: 15
        • AC: 13
        • AB: +3
        • Damage: 1d6 + 3
        • Special: Can use Ranged Attacks; Fortitude (Advantage on Saves)
        • Save: 14
        • Skills: +1
    • Treasure: Misc. weapons/armor, 6d6 Gold pieces.
      • Note: Obviously, this Treasure can only be taken if stolen from the Aristocrat/Bodyguards or taken by force.
    L1R29
    • Treasure: The party finds a small piece of jewelry on the ground. It is a shield-shaped brooch no larger than a coin. It is made from fine, polished silver and is engraved with a Coat of Arms that shows two crossed Dwarven axes. It is worth 100 Gold.
      • Information: DC 20 to recognize the Coat of Arms. Dwarves or citizens from Argukhart have Advantage. On a success, the players learn that the Coat of Arms represents a noble family in Argukhart known as the Thunderaxe Clan. This brooch likely belongs to a member of their family.
    • Special Benefit: If brought to a member of the Thunderaxe Clan, they will offer the party 200 Gold to get the brooch back.

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